The return of magic changed the Earth forever. The resurgence of
the Ley Lines destroyed human civilization, and made the Earth the domain of
interdimensional monsters. Thus it is not hard to see why many have taken
the pursuit of arcane knowledge to heart.

Not all who begin this pursuit finish it. Indeed, many end their studies
early, for various reasons. Some cannot resist the study of science; others
are moved by personal tragedy, or by the need to take a hand in the great
events taking place around them. Those who do so, but still maintain some
level of magical knowledge, are known as DemiMages.

Any of the following O.C.C.s can choose to become DemiMages:

Wilderness Scout

Rogue Scholar

Rogue Scientist

City Rat

Body Fixer

Operator

DemiMages maintain a small amount of personal P.P.E. and a small selection
of magical spells, but are never at the level of a truly dedicated mage.
A DemiMage is more analogous to an individual with Minor psychic powers.

DemiMages have the following benefits.

Personal P.P.E.: the DemiMage has an amount of P.P.E. equal to their
P.E. plus 2d6. This increases by 1d6 per level of advancement.

Spell Knowledge: the DemiMage may select two spells from levels 1 to 3,
for a total of six spells.

Learning new Spells: at each level of advancement, the DemiMage may choose
1 additional skill from any level up to three plus his current level of
experience. For example, a DemiMage reaching experience level 5 may select
one new spell from levels 1 to 8.

The DemiMage has the following Ley Line Walker abilities as described on
page 83 of Rifts: Sense Ley Line and Magic Energy, Ley Lines, Ley Line
Nexus, Rifts, Magic In Use, and See Magic Energy.
In addition, all ranges are one third of those listed, and any proficiencies
are at -10%. Thus, a first level DemiMage can Sense Ley Lines at 3 miles
range per level of experience, and can follow the feeling at 20% proficiency.

The study of magic takes time, diverting the DemiMage from their education.
As such any character wishing to become an DemiMage must undergo the following
penalties:

All skills start at 5% less than the listed proficiencies.

Related skills do not get skill bonuses listed in parenthesis.

The DemiMage may only choose one half, round up, the number of Secondary
Skills they would otherwise have.

The DemiMage is limited to the O.C.C.s above.

DemiMages use the Experience Table of the O.C.C. they selected.

WERESHIFTER R.C.C.

The Wereshifter is an unusual strain of Lycanthrope. Like their
Werewolf, Werebear and other Werecreature kin, the Wereshifter possesses
supernatural speed and strength, ability to change into other forms, and
immunity to wide varieties of damage. The difference is that the Wereshifter
is an unstable strain, and suffers from a lack of control over its
transformations.

The Wereshifter will transform when under stress. Thus, when it must
act quickly, is being attacked, feels threatened or is otherwise under pressure,
the Wereshifter must attempt to roll under its M.E. on 5d6. If this
roll is failed the Wereshifter transforms. When in human form, the Wereshifter
seems perfectly human.

When the transformation occurs, it is into one of a wide variety of
different creatures. Thus the Wereshifter is not a supernatural beast
in human form as much as a demihuman who, when subjected to stress, turns
into supernatural beasts. Roll 1d6 and consult the chart below.

ROLL

CREATURE

BONUSES IN FORM

1

Wolf

+2 to Ini, 1d6 MD claw attack, enhanced smell

2

Bear

4D6 MD claw attack, +30 hit points

3

Mouse

+15 to Spd. Retains semi-humanlike hands (-15% to skills)

4

Griffin

Flight 50mph, 5d6 MD claw attack, +2 to Ini

5

Tiger

+1 to Ini, 4D6 MD claw attack, +10 hit points

6

Gorilla

3D6 MD hand attack. Retains humanlike hands

Depending on the type of transformation, the Wereshifter may or
may not be able to use their hands for skills or manipulation of objects,
but they always retain the ability to speak in their new form. The
involuntary transformation lasts for 4d6 minutes.

If the Wereshifter wishes, he may attempt to bring on the transformation
without stress present, but they must still take the M.E. check on 5d6
to transform.

The Bard is a unique feature of life in the apocalyptic future Earth,
and are common across North America. The Coalition States maintains limited
microwave communications systems to allow intermittent and low quality
communication between States and cities. Beyond the C.S., however, the
vast bulk of the North American continent lies alone and isolated. For the
people of these small towns, word of what is happening even a few dozen
miles away is all but unknown. To fill this void, the Bards wander the land.

The role of the oral news carrier fulfills a basic need, and as such the
Bards are respected and few will choose to cause them harm. Bards carry
news and messages in the form of songs, and can invariably exchange a
recounting of the news of the day for a warm meal and a place to sleep.
However, although their position is assured within human and humanoid
society, there are many inhuman races and monsters who would not hesitate
to kill a Bard, and the Coalition States particularily dislikes their
meandering nature, bringing news and information, and their associations with
the inhuman (a Bard will sing of the news to an inhuman settlement as often
as a human one; they spend most of their time in the wilds, and so generally
care little for the C.S. view). As such, Bards are often well skilled in
war and carry numerous weapons, in addition to their instruments.